/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * This file implements the input handling like mouse events and
 * keyboard strokes.
 * 
 * =======================================================================
 */

#include "header/client.h"

cvar_t				*cl_nodelta;

extern	unsigned	sys_frame_time;
unsigned			frame_msec;
unsigned			old_sys_frame_time;

/*
 * KEY BUTTONS
 *
 * Continuous button event tracking is complicated by the fact that two different
 * input sources (say, mouse button 1 and the control key) can both press the
 * same button, but the button should only be released when both of the
 * pressing key have been released.
 *
 * When a key event issues a button command (+forward, +attack, etc), it appends
 * its key number as a parameter to the command so it can be matched up with
 * the release.
 *
 * state bit 0 is the current state of the key
 * state bit 1 is edge triggered on the up to down transition
 * state bit 2 is edge triggered on the down to up transition
 *
 *
 * Key_Event (int key, qboolean down, unsigned time);
 *
 *   +mlook src time
 */

kbutton_t	in_klook;
kbutton_t	in_left, in_right, in_forward, in_back;
kbutton_t	in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t	in_strafe, in_speed, in_use, in_attack;
kbutton_t	in_up, in_down;

int			in_impulse;

void KeyDown (kbutton_t *b) {
	int		k;
	char	*c;

	c = Cmd_Argv(1);

	if (c[0])
		k = atoi(c);

	else
		k = -1; /* typed manually at the console for continuous down */

	if (k == b->down[0] || k == b->down[1])
		return; /* repeating key */

	if (!b->down[0])
		b->down[0] = k;

	else if (!b->down[1])
		b->down[1] = k;

	else {
		Com_Printf ("Three keys down for a button!\n");
		return;
	}

	if (b->state & 1)
		return; /* still down */

	/* save timestamp */
	c = Cmd_Argv(2);
	b->downtime = atoi(c);

	if (!b->downtime)
		b->downtime = sys_frame_time - 100;

	b->state |= 1 + 2; /* down + impulse down */
}

void KeyUp (kbutton_t *b) {
	int			k;
	char		*c;
	unsigned	uptime;

	c = Cmd_Argv(1);

	if (c[0])
		k = atoi(c);

	else {
		/* typed manually at the console, assume for unsticking, so clear all */
		b->down[0] = b->down[1] = 0;
		b->state = 4; /* impulse up */
		return;
	}

	if (b->down[0] == k)
		b->down[0] = 0;

	else if (b->down[1] == k)
		b->down[1] = 0;

	else
		return; /* key up without coresponding down (menu pass through) */

	if (b->down[0] || b->down[1])
		return; /* some other key is still holding it down */

	if (!(b->state & 1))
		return; /* still up (this should not happen) */

	/* save timestamp */
	c = Cmd_Argv(2);
	uptime = atoi(c);

	if (uptime)
		b->msec += uptime - b->downtime;

	else
		b->msec += 10;

	b->state &= ~1; /* now up */
	b->state |= 4; /* impulse up */
}

void IN_KLookDown (void) {
	KeyDown(&in_klook);
}
void IN_KLookUp (void) {
	KeyUp(&in_klook);
}
void IN_UpDown(void) {
	KeyDown(&in_up);
}
void IN_UpUp(void) {
	KeyUp(&in_up);
}
void IN_DownDown(void) {
	KeyDown(&in_down);
}
void IN_DownUp(void) {
	KeyUp(&in_down);
}
void IN_LeftDown(void) {
	KeyDown(&in_left);
}
void IN_LeftUp(void) {
	KeyUp(&in_left);
}
void IN_RightDown(void) {
	KeyDown(&in_right);
}
void IN_RightUp(void) {
	KeyUp(&in_right);
}
void IN_ForwardDown(void) {
	KeyDown(&in_forward);
}
void IN_ForwardUp(void) {
	KeyUp(&in_forward);
}
void IN_BackDown(void) {
	KeyDown(&in_back);
}
void IN_BackUp(void) {
	KeyUp(&in_back);
}
void IN_LookupDown(void) {
	KeyDown(&in_lookup);
}
void IN_LookupUp(void) {
	KeyUp(&in_lookup);
}
void IN_LookdownDown(void) {
	KeyDown(&in_lookdown);
}
void IN_LookdownUp(void) {
	KeyUp(&in_lookdown);
}
void IN_MoveleftDown(void) {
	KeyDown(&in_moveleft);
}
void IN_MoveleftUp(void) {
	KeyUp(&in_moveleft);
}
void IN_MoverightDown(void) {
	KeyDown(&in_moveright);
}
void IN_MoverightUp(void) {
	KeyUp(&in_moveright);
}

void IN_SpeedDown(void) {
	KeyDown(&in_speed);
}
void IN_SpeedUp(void) {
	KeyUp(&in_speed);
}
void IN_StrafeDown(void) {
	KeyDown(&in_strafe);
}
void IN_StrafeUp(void) {
	KeyUp(&in_strafe);
}

void IN_AttackDown(void) {
	KeyDown(&in_attack);
}
void IN_AttackUp(void) {
	KeyUp(&in_attack);
}

void IN_UseDown (void) {
	KeyDown(&in_use);
}
void IN_UseUp (void) {
	KeyUp(&in_use);
}

void IN_Impulse (void) {
	in_impulse=atoi(Cmd_Argv(1));
}

/*
 * Returns the fraction of the frame that
 * the key was down
 */
float CL_KeyState (kbutton_t *key) {
	float		val;
	int			msec;

	key->state &= 1; /* clear impulses */

	msec = key->msec;
	key->msec = 0;

	if (key->state) {
		/* still down */
		msec += sys_frame_time - key->downtime;
		key->downtime = sys_frame_time;
	}

	val = (float)msec / frame_msec;

	if (val < 0)
		val = 0;

	if (val > 1)
		val = 1;

	return val;
}

cvar_t	*cl_upspeed;
cvar_t	*cl_forwardspeed;
cvar_t	*cl_sidespeed;

cvar_t	*cl_yawspeed;
cvar_t	*cl_pitchspeed;

cvar_t	*cl_run;

cvar_t	*cl_anglespeedkey;


/*
 * Moves the local angle positions
 */
void CL_AdjustAngles (void) {
	float	speed;
	float	up, down;

	if (in_speed.state & 1)
		speed = cls.frametime * cl_anglespeedkey->value;

	else
		speed = cls.frametime;

	if (!(in_strafe.state & 1)) {
		cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
		cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
	}

	if (in_klook.state & 1) {
		cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_forward);
		cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_back);
	}

	up = CL_KeyState (&in_lookup);
	down = CL_KeyState(&in_lookdown);

	cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * up;
	cl.viewangles[PITCH] += speed*cl_pitchspeed->value * down;
}

/*
 * Send the intended movement message to the server
 */
void CL_BaseMove (usercmd_t *cmd) {
	CL_AdjustAngles ();

	memset (cmd, 0, sizeof(*cmd));

	VectorCopy (cl.viewangles, cmd->angles);

	if (in_strafe.state & 1) {
		cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
		cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
	}

	cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
	cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);

	cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
	cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);

	if (! (in_klook.state & 1) ) {
		cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
		cmd->forwardmove -= cl_forwardspeed->value * CL_KeyState (&in_back);
	}

	/* adjust for speed key / running */
	if ( (in_speed.state & 1) ^ (int)(cl_run->value) ) {
		cmd->forwardmove *= 2;
		cmd->sidemove *= 2;
		cmd->upmove *= 2;
	}
}

void CL_ClampPitch (void) {
	float	pitch;

	pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);

	if (pitch > 180)
		pitch -= 360;

	if (cl.viewangles[PITCH] + pitch < -360)
		cl.viewangles[PITCH] += 360; /* wrapped */

	if (cl.viewangles[PITCH] + pitch > 360)
		cl.viewangles[PITCH] -= 360; /* wrapped */

	if (cl.viewangles[PITCH] + pitch > 89)
		cl.viewangles[PITCH] = 89 - pitch;

	if (cl.viewangles[PITCH] + pitch < -89)
		cl.viewangles[PITCH] = -89 - pitch;
}

void CL_FinishMove (usercmd_t *cmd) {
	int		ms;
	int		i;

	/* figure button bits */
	if ( in_attack.state & 3 )
		cmd->buttons |= BUTTON_ATTACK;

	in_attack.state &= ~2;

	if (in_use.state & 3)
		cmd->buttons |= BUTTON_USE;

	in_use.state &= ~2;

	if (anykeydown && cls.key_dest == key_game)
		cmd->buttons |= BUTTON_ANY;

	/* send milliseconds of time to apply the move */
	ms = cls.frametime * 1000;

	if (ms > 250)
		ms = 100; /* time was unreasonable */

	cmd->msec = ms;

	CL_ClampPitch ();

	for (i=0 ; i<3 ; i++)
		cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);

	cmd->impulse = in_impulse;
	in_impulse = 0;

	/* send the ambient light level at the player's current position */
	cmd->lightlevel = (byte)cl_lightlevel->value;
}

usercmd_t CL_CreateCmd (void) {
	usercmd_t	cmd;

	frame_msec = sys_frame_time - old_sys_frame_time;

	if (frame_msec < 1)
		frame_msec = 1;

	if (frame_msec > 200)
		frame_msec = 200;

	/* get basic movement from keyboard */
	CL_BaseMove (&cmd);

	/* allow mice or other external controllers to add to the move */
	IN_Move (&cmd);

	CL_FinishMove (&cmd);

	old_sys_frame_time = sys_frame_time;

	return cmd;
}

void IN_CenterView (void) {
	cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
}

void CL_InitInput (void) {
	Cmd_AddCommand ("centerview",IN_CenterView);

	Cmd_AddCommand ("+moveup",IN_UpDown);
	Cmd_AddCommand ("-moveup",IN_UpUp);
	Cmd_AddCommand ("+movedown",IN_DownDown);
	Cmd_AddCommand ("-movedown",IN_DownUp);
	Cmd_AddCommand ("+left",IN_LeftDown);
	Cmd_AddCommand ("-left",IN_LeftUp);
	Cmd_AddCommand ("+right",IN_RightDown);
	Cmd_AddCommand ("-right",IN_RightUp);
	Cmd_AddCommand ("+forward",IN_ForwardDown);
	Cmd_AddCommand ("-forward",IN_ForwardUp);
	Cmd_AddCommand ("+back",IN_BackDown);
	Cmd_AddCommand ("-back",IN_BackUp);
	Cmd_AddCommand ("+lookup", IN_LookupDown);
	Cmd_AddCommand ("-lookup", IN_LookupUp);
	Cmd_AddCommand ("+lookdown", IN_LookdownDown);
	Cmd_AddCommand ("-lookdown", IN_LookdownUp);
	Cmd_AddCommand ("+strafe", IN_StrafeDown);
	Cmd_AddCommand ("-strafe", IN_StrafeUp);
	Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
	Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
	Cmd_AddCommand ("+moveright", IN_MoverightDown);
	Cmd_AddCommand ("-moveright", IN_MoverightUp);
	Cmd_AddCommand ("+speed", IN_SpeedDown);
	Cmd_AddCommand ("-speed", IN_SpeedUp);
	Cmd_AddCommand ("+attack", IN_AttackDown);
	Cmd_AddCommand ("-attack", IN_AttackUp);
	Cmd_AddCommand ("+use", IN_UseDown);
	Cmd_AddCommand ("-use", IN_UseUp);
	Cmd_AddCommand ("impulse", IN_Impulse);
	Cmd_AddCommand ("+klook", IN_KLookDown);
	Cmd_AddCommand ("-klook", IN_KLookUp);

	cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
}

void CL_SendCmd (void) {
	sizebuf_t	buf;
	byte		data[128];
	int			i;
	usercmd_t	*cmd, *oldcmd;
	usercmd_t	nullcmd;
	int			checksumIndex;

	/* build a command even if not connected */

	/* save this command off for prediction */
	i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1);
	cmd = &cl.cmds[i];
	cl.cmd_time[i] = cls.realtime; /* for netgraph ping calculation */

	*cmd = CL_CreateCmd ();

	cl.cmd = *cmd;

	if (cls.state == ca_disconnected || cls.state == ca_connecting)
		return;

	if ( cls.state == ca_connected) {
		if (cls.netchan.message.cursize	|| curtime - cls.netchan.last_sent > 100 )
			Netchan_Transmit (&cls.netchan, 0, buf.data);

		return;
	}

	/* send a userinfo update if needed */
	if (userinfo_modified) {
		CL_FixUpGender();
		userinfo_modified = false;
		MSG_WriteByte (&cls.netchan.message, clc_userinfo);
		MSG_WriteString (&cls.netchan.message, Cvar_Userinfo() );
	}

	SZ_Init (&buf, data, sizeof(data));

	if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop
	        && cls.realtime - cl.cinematictime > 1000) {
		/* skip the rest of the cinematic */
		SCR_FinishCinematic ();
	}

	/* begin a client move command */
	MSG_WriteByte (&buf, clc_move);

	/* save the position for a checksum byte */
	checksumIndex = buf.cursize;
	MSG_WriteByte (&buf, 0);

	/* let the server know what the last frame we
	   got was, so the next message can be delta compressed */
	if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting)
		MSG_WriteLong (&buf, -1);	/* no compression */

	else
		MSG_WriteLong (&buf, cl.frame.serverframe);

	/* send this and the previous cmds in the message, so
	   if the last packet was dropped, it can be recovered */
	i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1);
	cmd = &cl.cmds[i];
	memset (&nullcmd, 0, sizeof(nullcmd));
	MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
	oldcmd = cmd;

	i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1);
	cmd = &cl.cmds[i];
	MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
	oldcmd = cmd;

	i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1);
	cmd = &cl.cmds[i];
	MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);

	/* calculate a checksum over the move commands */
	buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
	                              buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
	                              cls.netchan.outgoing_sequence);

	/* deliver the message */
	Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}

